float4x4 matWVP;

texture BBTexture;
sampler TextureSampler = sampler_state
{
	Texture = <BBTexture>;
	MinFilter = LINEAR;
	MagFilter = LINEAR;
	MipFilter = LINEAR;
};

struct VertexShaderInput
{
    float4 Position : POSITION0;
	float2 Texcoord : TEXCOORD0;
};

struct VertexShaderOutput
{
    float4 Position : POSITION0;
	float2 Texcoord : TEXCOORD0;
};

VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
    VertexShaderOutput output;
    output.Position = mul(input.Position, matWVP);
	output.Texcoord = input.Texcoord;
    return output;
}

float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
    return tex2D(TextureSampler, input.Texcoord);
}

technique Technique1
{
    pass Pass1
    {
        // TODO: set renderstates here.
        VertexShader = compile vs_1_1 VertexShaderFunction();
        PixelShader = compile ps_1_1 PixelShaderFunction();
    }
}
